Files
tactical-shooter/examples/forest-brawl/scripts/cloud-area3d.gd
T
shawn b0c83af092 Fresh start: replace with naxIO/netfox-cs-sample foundation
Complete replacement of the tactical-shooter project with the
netfox-cs-sample (MIT) — a CS 1.6 inspired multiplayer FPS built
with Godot 4 and netfox.

## What's new
- Full CS-style gameplay: teams (T/CT), rounds, economy, buy menu
- 6 weapons: Knife, Glock, USP, AK-47, M4A1, AWP
- Bomb plant/defuse with 2 bombsites
- Flashbang & smoke grenades
- Proper netfox rollback netcode at 64 tick
- Network popup UI for host/join
- HUD, crosshair, round timer, scoreboard
- All netfox singletons registered as autoloads (works in exported builds)

## Architecture
- Listen-server (host from client, no dedicated server binary)
- Multiplayer-fps game lives at examples/multiplayer-fps/
- Netfox addons registered as autoloads for exported build compat
- Godot 4.7 with Forward+ renderer

## Removed
- Old headless-server architecture (client_main, server_main, player.gd, etc.)
- Custom netfox bootstrap with ENet fallback
- Old ChaffGames FPS template (2,420 lines, 844 KB)
- SimulationServer GDExtension stub
- Godot-jolt physics (netfox sample uses default Godot physics)
- Duplicate weapon_data.gd, anti_cheat.gd, round_manager.gd, etc.
- Server browser API Python venv (87 MB)
- test_range map and modular assets

## Preserved
- Git history
- Server config at config/default_server_config.cfg
- Windows export preset
- Build directory (gitignored)

Co-authored-by: naxIO <naxIO@users.noreply.github.com>
2026-07-02 20:55:20 -04:00

66 lines
1.7 KiB
GDScript

extends Area3D
@export var clouds: Array[PackedScene] = []
@export var count: int = 16
@export var float_direction: Vector3 = Vector3.RIGHT
@export var float_speed_min: float = 4.0
@export var float_speed_max: float = 8.0
var _clouds: Array[Node3D] = []
var _speeds: Array[float] = []
var _aabb: AABB
func _ready():
_aabb = _find_aabb()
if not _aabb.has_volume():
push_error("CloudArea required a box shape!")
queue_free()
return
for i in range(count):
var cloud = _spawn_cloud()
cloud.position = _aabb.position + _aabb.size * Vector3(randf(), randf(), randf())
_clouds.push_back(cloud)
_speeds.push_back(randf_range(float_speed_min, float_speed_max))
func _process(delta):
for i in range(count):
var cloud = _clouds[i]
var speed = _speeds[i]
cloud.position += float_direction * speed * delta
if not _aabb.has_point(cloud.position):
cloud.queue_free()
cloud = _spawn_cloud()
cloud.position = _aabb.position + _aabb.size * \
Vector3(randf(), randf(), randf()) * \
(Vector3.ONE * 0.5 - float_direction * 0.5)
_clouds[i] = cloud
_speeds[i] = randf_range(float_speed_min, float_speed_max)
func _spawn_cloud() -> Node3D:
var cloud_template = clouds.pick_random() as PackedScene
var cloud = cloud_template.instantiate() as Node3D
add_child(cloud)
cloud.owner = self
return cloud
func _find_aabb() -> AABB:
var shape_owners = get_shape_owners()
for shape_owner in shape_owners:
for i in range(shape_owner_get_shape_count(shape_owner)):
var shape = shape_owner_get_shape(shape_owner, i)
if shape is BoxShape3D:
var pos = shape_owner_get_transform(shape_owner).origin
var size = shape.size
return AABB(pos - size / 2, size)
return AABB(Vector3.ZERO, Vector3.ZERO)